1) Stereotypes have
been used in game art and design since the beginning of game development. There
are many types; racial and cultural are amongst the ones to be noted. Even
though it has been established that the use of stereotypes help the marketing
of games, and even more so with the immersive experience of a player as they
are able to quickly relate to the characters; it is also established that a
negative stereotype would have a negative effect on a player’s self-esteem.
Environments being the visual component of “virtual worlds” and the cradle that
holds everything together in a game experience, they are also subject to
stereotyping, positive as well as negative.
2) The use of positive
and negative stereotyping has been a continuous and ever growing trend in mass
media production and marketing; video games are not excluded from the reliance
on stereotyping as well. With an increasingly growing bond between realistic graphics
and virtual world creation, art directors and game designers have an increasing
responsibility to use positive racial and cultural stereotypes in a game environment.
3) The entertainment
media has a long history of relying on the use of stereotypes to quickly
connect to the audience, often executed poorly. While still fairly new, video
games are becoming one of the most popular and influential forms of mass media
and are not exempt from the destructive implementation of stereotyping. Because
of this, art directors and game designers have an increasing responsibility of
becoming consciously aware of their use of stereotypes in the worlds they build.
4) Games, like many
other forms of story telling, have an issue with destructive use of stereotypes
and should strive to use them positively. Environments in games are as
important as the characters that interact within them. They are the vehicle
that carries the story and message that the game designers are trying to tell
and have the power to influence those that experience them. Because of this,
they should also be addressed when one is responsibly tackling the proper use
of stereotypes.
5) Being part of the
ever growing mass media industry, games influence the users exposed to it, and
as such, has a responsibility for what they communicate and how they do so. Creators
of the graphic components of the worlds to be built for the players’ immersion
increasingly need to be aware of the stereotypes they use in the visual content
presented to their users. Environments, being the vehicle that carries the
content of the story and the characters that players identify with, need to be
implemented with the same responsibility and regard.
6) Story telling
through the use of environment art is subject to the use of stereotypes in the
game design world as in all entertainment media production. As a major
component of the graphics of virtual worlds created for a player’s immersive
experience, environment art has the same responsibility as characters designers,
and so its creators need to put forth presenting players with positive
stereotypes more than just pretty graphics.
7) As aesthetics need
to become useful in the created game worlds, it has to aim for universality.
For this to happen, game art needs to become more aware of the stereotypes used
for players’ immersive experiences and marketing objectives. Being a major
factor of the visual component of game design, environments and game assets present
more than beautiful just aesthetics in games, and thus they demand to be
addressed responsibly and with better awareness and regard from its creators.
8) Game aesthetics
represented in graphics has been a major component of the creation of virtual
worlds for a player both for pleasure and immersive experience. Being the
cradle of that visual experience, Environments and its assets demand a certain
level of responsibility when designed using stereotypes for marketability and
usability’s sakes.
9) In the game world,
creating pretty graphics has been lately subject to explicit scrutiny and
evaluation. As the player hopes to be presented with more than pretty graphics.
Game play, ethics and values within stereotypes have become topics to be
addressed in the gaming experience. Environments being the main vehicle of the visual
component of the graphic aspect of game world design need to responsibly use of
those aspects within stereotypes for marketing and usability’s sake.
10)Environment and
assets of a concept art have determined a game look and experience among other
entertainment media production. Being subject to the use of stereotypes within
a story telling medium, game art creators need to realize the reasonability of
their use within the art they present to their players.
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